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On the set up, it might be right but unfortunately I do not have a room to spare for a full room VR.

The odd angle I am refering to is having the sensors above the player. I used a bookshelf on one side but had to buy a tripod on the other side.

On the cable, the problem is that even when seated, you end up turning on yourself, and then you don't have one but many cables to manage that you cannot see. It almost requires some assistant.

On blury edges, it doesn't feel like a resolution problem, rather an optical problem. Perhaps my headset wasn't adjusted properly but I couldn't find a way to improve it.




Setup can be full of issues for sure - but when it is working properly you should never be losing tracking. Are you using the sync cable? Things got a lot better when I started using that. I still am not understanding the "many cables" functionally there is only one. It is a pain to deal with, but if there is any roomscale with Oculus touch, you will run into the same issue until we can get wireless systems.

Blurry edges depend a lot on where the headset is sitting on your head, and playing with the straps can really improve the experience (even the feeling like it's heavy). Mine is fairly tight on the sides and then long on the top strap, pulling everything back a lot further than it feels like you are supposed to.

Anyway, not trying to criticize your preference, but hoping your Vive experience can get a bit better.


Ah ok, yea I haven't really tried a seated experience on the Vive, I could see that being the case.

I use command strips on the walls for my base stations in my bedroom, so no tripods take up any space and no damage to the walls =)

The blurry edges could be a focus thing, could also just be how it is, I've personally experienced a better FOV on the Vive than the Oculus, but I could be mis-remembering.

Blurriness can eventually be helped a bit by supersampling (already possible, just need a powerful system to handle it), and some work being done on things like foveated rendering [1] helping to create higher-res displays.

[1] https://www.youtube.com/watch?v=GKR8tM28NnQ


> On the set up, it might be right but unfortunately I do not have a room to spare for a full room VR.

Are you using roomscale? It wasn't clear from your comparison. It's the biggest difference that matters between Vive and Oculus. Roomscale is fundamentally a superior experience. Until Oculus has a generally available implementation of it, Vive is at a different level above Oculus.


I am using the seated experience. Unfortunately I do not have a spare room to dedicate to VR


Since you already have the Vive, you should at least try roomscale once by temporarily moving around furniture. It changed my perspective on the potential of VR.


Your tracking issues may be due to how your base station on your bookshelf is positioned. Is it clamped to the bookshelf and tilted downwards? If it is just sitting flat, then that's not following what the instructions said, which is to have both base stations positioned at least 6 feet high and tilted downwards 35 to 45 degress.


It is, I bought a tiny tripod for the book shelves.


There's code paths in the driver for artificial vignetting - likely added as a means for reducing risk for motion sickness in fast moving scenes. If those paths are activated erroneously (there's quite a few bugs transitioning between game and menus)


Vive is not designed for seated use. You really need to use it in 3D space to appreciate it.


That may be the case but VR manufacturers needs to think hard whether they will stand a chance to go mainstream if they require a full room with no furniture.


You don't necessarily need a full room with no furniture, just a big enough space in a room, which can be temporary - for example, I use half my kitchen with the table moved back. You only need 1.5 x 2 m minimum (though that is a little restrictive).

I think 100,000 early adopters given the current very high price suggests going mainstream isn't much of a problem.




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